Add gravel tiles
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1 changed files with 9 additions and 4 deletions
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@ -18,10 +18,13 @@ const (
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TileNone = Tile(0)
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TileNone = Tile(0)
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// TileRock is solid rock ground
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// TileRock is solid rock ground
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TileRock = Tile('.')
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TileRock = Tile('-')
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// TileGravel is loose rocks
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TileGravel = Tile(':')
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// TileSand is sand
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// TileSand is sand
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TileSand = Tile(',')
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TileSand = Tile('~')
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)
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)
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// Chunk represents a fixed square grid of tiles
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// Chunk represents a fixed square grid of tiles
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@ -112,12 +115,14 @@ func (a *Atlas) populate(chunk int) {
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for j := 0; j < a.ChunkSize; j++ {
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for j := 0; j < a.ChunkSize; j++ {
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// Get the perlin noise value for this location
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// Get the perlin noise value for this location
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pl := a.perlin.Noise2D(float64(origin.X+i)/10, float64(origin.Y+j)/10)
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pl := a.perlin.Noise2D(float64(origin.X+i)/15, float64(origin.Y+j)/15)
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// Choose a tile based on the perlin noise value
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// Choose a tile based on the perlin noise value
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var tile Tile
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var tile Tile
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switch {
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switch {
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case pl > 0.1:
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case pl > 0.2:
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tile = TileGravel
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case pl > 0.05:
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tile = TileSand
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tile = TileSand
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default:
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default:
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tile = TileRock
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tile = TileRock
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